
What Is a Naming Convention?
A naming convention is a simple rule for how you name things in your GameMaker project—sprites, objects, variables, and scripts.
For example, every sprite might start with spr_ and every object with obj_.
These small patterns keep your project organized and easy to navigate.
Why Naming Conventions Matter
As projects grow, names can get messy fast. A consistent system helps you stay organized, write clear code, and work faster.
1. Better Organization
GameMaker sorts assets alphabetically in the Asset Browser.
Prefixes like spr_, obj_, and snd_ automatically group similar items together.
Once your system is set, naming new assets becomes second nature.
2. Clearer Code
Clean naming makes code easy to read.
When you see spr_house and obj_house, you immediately know which is a sprite and which is an object.
It also helps prevent duplicate names that can cause errors.
3. Easier Collaboration
A shared naming system gives every developer the same structure.
New team members can quickly understand your project and find what they need without asking questions.
Common GameMaker Naming Conventions
Here are some examples you can use or adapt. Pick what works for you and stay consistent.
| Asset Type | Example Format |
|---|---|
| Animation Curves | ac_animation_curve_name |
| Sprites | spr_sprite_name |
| Tile Sets | ts_tile_set_name |
| Timelines | tl_timeline_name |
| Sounds | snd_sound_name |
| Particle Systems | ps_particle_system_name |
| Paths | pth_path_name |
| Scripts | scr_script_name |
| Sequences | seq_sequence_name |
| Shaders | shd_shader_name |
| Fonts | fnt_font_name |
| Objects | obj_object_name |
| Variables, Arrays, Functions | variable_name, array_name, function_name |
| Local Variables | _local_variable_name |
| Macros | MACRO_NAME |
| Rooms | rm_room_name |
| Structs | Struct_Name |
Wrap-Up
A solid naming convention in GameMaker keeps your work clean and consistent.
It saves time, reduces confusion, and helps every project feel professional.
The rules you choose don’t matter as much as sticking to them every time.
Readability is super important. If you want to learn more about it, check out Self-Documenting Code in GameMaker.